From b50d954cb01e67eda2184b76f81d637d76d6894c Mon Sep 17 00:00:00 2001 From: clayjohn Date: Thu, 16 Apr 2020 16:05:25 -0700 Subject: Update many docs with recent rendering changes --- doc/classes/BaseMaterial3D.xml | 78 +++++++++++++++++++++++++++++------------- 1 file changed, 54 insertions(+), 24 deletions(-) (limited to 'doc/classes/BaseMaterial3D.xml') diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 5bb94d2858..145809aabc 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -108,6 +108,15 @@ Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + + The color used by the backlight effect. Represents the light passing through an object. + + + If [code]true[/code], the backlight effect is enabled. + + + Texture used to control the backlight effect per-pixel. Added to [member backlight]. + If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member billboard_mode] is [constant BILLBOARD_ENABLED]. @@ -296,6 +305,7 @@ Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. + Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. @@ -307,6 +317,7 @@ If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. + If [code]true[/code], subsurface scattering will use a special mode optimized for the color and density of human skin. The strength of the subsurface scattering effect. @@ -314,21 +325,24 @@ Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. + + + + + + + + + + + + Filter flags for the texture. See [enum TextureFilter] for options. Repeat flags for the texture. See [enum TextureFilter] for options. - - The color used by the transmission effect. Represents the light passing through an object. - - - If [code]true[/code], the transmission effect is enabled. - - - Texture used to control the transmission effect per-pixel. Added to [member transmission]. - If [code]true[/code], transparency is enabled on the body. See also [member blend_mode]. @@ -407,39 +421,47 @@ Texture specifying per-pixel subsurface scattering. - - Texture specifying per-pixel transmission color. + + Texture specifying per-pixel transmittance for subsurface scattering. + + + Texture specifying per-pixel backlight color. - + Texture specifying per-pixel refraction strength. - + Texture specifying per-pixel detail mask blending value. - + Texture specifying per-pixel detail color. - + Texture specifying per-pixel detail normal. - + + Texture holding, ambient occlusion, roughness, and metallic. - + Represents the size of the [enum TextureParam] enum. The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. - The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. + The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps. + The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps. + The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera. + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. Represents the size of the [enum TextureFilter] enum. @@ -457,8 +479,10 @@ The material will use the texture's alpha values for transparency. + The material will cut off all values below a threshold, the rest will remain opaque. + The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. Represents the size of the [enum Transparency] enum. @@ -494,20 +518,24 @@ Constant for setting [member ao_enabled]. + Constant for setting [member heightmap_enabled]. - + Constant for setting [member subsurf_scatter_enabled]. - - Constant for setting [member transmission_enabled]. + + Constant for setting [member subsurf_scatter_transmittance_enabled]. + + + Constant for setting [member backlight_enabled]. - + Constant for setting [member refraction_enabled]. - + Constant for setting [member detail_enabled]. - + Represents the size of the [enum Feature] enum. @@ -589,11 +617,13 @@ Enables the shadow to opacity feature. + Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture. Invert values read from a depth texture to convert them to height values (heightmap). + Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin. Represents the size of the [enum Flags] enum. -- cgit v1.2.3